Agreed, like the trap nets (naval barbed wireRichard1 wrote:Wow! Great graphics.![]()
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- BNC
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

Agreed, like the trap nets (naval barbed wireRichard1 wrote:Wow! Great graphics.![]()
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Not surprisingAkkula wrote:Thanks for the comments friends!
I thought of the naval nets idea after read some material regarding the naval war between the URSS and the Germans. Your WWI barbed wire encouraged me of course.

Mhhh, the lack of bridge engineer is on purpose. One the most dramatic moments of the Battle of Raseiniai was in fact, that single bridge, there a single KV-2 hold off the German crossing for a day. So that is way I didn´t put any bridge unit there, neither the Germans nor the Soviets deployed any bridge in that moment, but if its almost impossible to get the DV I will put one (at least aux)nikivdd wrote:In the first mission i need to move 8 units from the pocket - I assume 16th army units??? - to the hexes marked with A.
At first I'm actually puzzled how i am going to achieve this. Except for the tanks, the remaining 16th army units have no transports. On second thought i should move the infantry eastward from turn 1, if i want those units to reach A hexes within the given number of turns.
The player army core has some great units and it doesn't take long before they can attack the enemy. But i do miss one unit here, a bridge engineer. Now i am forced to move all my units over that single bridge for both the attacking force and the retreating 16th army. So a bridge engineer for a case of wodka would be very welcome
Additionally 5 stars for the briefings, including the animated battle map; great idea.
Good catch regarding the airport!. I never though enyone could get that farnikivdd wrote:
A little situation report here, showing some - probably unwanted - effects (exploits).
In the screenshot, most of my forces are withdrawing after the order came from Stavka and Raseiniai cancelled as a primary objective. Before this order came i managed to capture the airfield near Raseiniai and a town called Unikiai. And after the order came, the Germans destroyed two T-26S.
Firstly, after i captured the only German airfield, the Luftwaffe goes on strike or simply put, the planes won't move anymore. Easily solved by placing another airfield in the upper left corner. But thank you anyway, my planes are having a very good time now.
Secondly, i captured that insignificant town Unikiai, i can now deploy units in the enemy's rear as you can see in the screenshot. I'm pretty sure this was not intended when you created this scenario. Easily solved by placing a defender is such a towns.
And btw, except for the price, the BT-7 and BT-7A have exactly the same stats.
Nice job nikivdd!, it seems you are a worthy Soviet Commander after all, keep it up with your excellent performancenikivdd wrote:Hanko is a well done scripted scenario. Loved the naval activity and the Finish units gaining ground on the peninsula with every turn. In the end the Fins were no match for the tanks and i could pick off quite a number of Finish units while they were moving forward in their transport; the AI was somehow disregarding its flanks. The idea of reinforcements is always welcome but i think you overdone it a bit with the taskforces popping up to capture Russaro and Ladugarsviken; i'm pretty sure the job could be done with half their number. The appearance of Finish transports and escorts took me by complete surprise and i feared that i might lose Klovaskar; with a bit of help of the Pe-2, newly purchased Pe-8 and as many naval units i could muster, i barely managed to hold on to this objective. This is the second mission i finish with a DV, i consider myself very lucky. This campaign shows great promise
Perhaps an idea for the e-file, in analogy to what Augustinmalar did with his Slovak campaign, to rename the Soviet units with their actual Soviet name; it could add to the comrad atmosphere of the campaign.



Well maybe keep the Russian names as an optional download that is separate from the main game. Otherwise I will probably get confused (It took me just short of 2 years to fully work out the German ones!)Akkula wrote:Nice job nikivdd!, it seems you are a worthy Soviet Commander after all, keep it up with your excellent performancenikivdd wrote:Hanko is a well done scripted scenario. Loved the naval activity and the Finish units gaining ground on the peninsula with every turn. In the end the Fins were no match for the tanks and i could pick off quite a number of Finish units while they were moving forward in their transport; the AI was somehow disregarding its flanks. The idea of reinforcements is always welcome but i think you overdone it a bit with the taskforces popping up to capture Russaro and Ladugarsviken; i'm pretty sure the job could be done with half their number. The appearance of Finish transports and escorts took me by complete surprise and i feared that i might lose Klovaskar; with a bit of help of the Pe-2, newly purchased Pe-8 and as many naval units i could muster, i barely managed to hold on to this objective. This is the second mission i finish with a DV, i consider myself very lucky. This campaign shows great promise
Perhaps an idea for the e-file, in analogy to what Augustinmalar did with his Slovak campaign, to rename the Soviet units with their actual Soviet name; it could add to the comrad atmosphere of the campaign.. Please keep posting your reports from your progress, I like them
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I am glad you are enjoying the campaign, I put all my efforts do try to design it with some quality for this great community![]()
Also, I like your idea to put the real Russian names to the units, I will try to do it, sounds promising.
Regarding my "expansion" for Soviet Storm I am entering in dangerous waters, here my first attempt to create a deployable defensive position (useful for the first part of the war at least):
I am trying to improve but I am ran out of ideas, I hope someone can help me.......
EDIT: This should be the unit before the permanent deployment. I used some of the phcas icons to make it, what do you think?:



In battlefield europe you can use the all eqp cheat to find a Strongpoint Construction Kit unit - AFAIK it is like a truck that can be switched to a strongpoint. A similar idea is in WWI with the gas shells. So try to find one of those in the equipment file and copy it over, then make the modifications you deem necessaryAkkula wrote: Regarding the McGuba's Strongpoint Construction Kits, where can I find it?. I am still working to improve that unit, any material would help.
By the way, I like your idea to add more partisan related units, sounds great. It seems this scenario is going to take more than I expected!



